HitResult hitting player

I am using the default PlayerCharacter and when I try to raycast the result is almost always the PlayerCharacter’s mesh itself.

PlayerController->GetHitResultUnderCursor(ECC_EngineTraceChannel1, true, HitResult);

When I log the component name that has been hit, the result is almost always CollisionCylinder. Is there a way to change the PlayerCharacter’s TraceChannel to something else so that it wouldn’t hit itself?

After digging in the Engine source files for a while I came up with the solution.

	GetCapsuleComponent()->SetCollisionResponseToChannel(ECC_EngineTraceChannel1, ECR_Ignore);

The response to certain TraceChannel can be changed this way.